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An 18-year old's take on 5E
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<blockquote data-quote="Trickster Spirit" data-source="post: 6584959" data-attributes="member: 6701829"><p>I'm not arguing against you necessarily, but I'd question your initial assumption here - do the majority of <em>new</em> players start sometime in the age 10-15 range?</p><p></p><p>It's an interesting question to me - Mearls mentioned at one point Wizards had data saying the average D&D player was college aged, which implies the playerbase skews more towards kids / teens than older gamers, but they also explicitly designed the 5E experience table to have campaigns fit the college academic year. That implies to me that there actually are a lot of college age players, rather than just being the result of averaging groups above and below them.</p><p></p><p>So are most of those players picking up the game from a younger age and just finding groups in college, or do colleges serve as a propagation vehicle for generating new D&D players? </p><p></p><p>I.e., what percentage of middle-school / high-school players form new groups when they get to college, and do the 4-6 new college age players they each introduce to the game outnumber the amount of middle-school / high-school players picking up the game in the first place?</p></blockquote><p></p>
[QUOTE="Trickster Spirit, post: 6584959, member: 6701829"] I'm not arguing against you necessarily, but I'd question your initial assumption here - do the majority of [i]new[/i] players start sometime in the age 10-15 range? It's an interesting question to me - Mearls mentioned at one point Wizards had data saying the average D&D player was college aged, which implies the playerbase skews more towards kids / teens than older gamers, but they also explicitly designed the 5E experience table to have campaigns fit the college academic year. That implies to me that there actually are a lot of college age players, rather than just being the result of averaging groups above and below them. So are most of those players picking up the game from a younger age and just finding groups in college, or do colleges serve as a propagation vehicle for generating new D&D players? I.e., what percentage of middle-school / high-school players form new groups when they get to college, and do the 4-6 new college age players they each introduce to the game outnumber the amount of middle-school / high-school players picking up the game in the first place? [/QUOTE]
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